This paper introduces a novel application area of smart objects, changing users' behavior. By analyzing user contexts acquired by smart objects, applications provide users with appropriate feedbacks to change their behavior. This study demonstrates a concept called ambient lifestyle feedback systems to be used to motivate people to change their undesirable habits to improve their lifestyle. We present three case studies of ambient lifestyle feedback systems, and discuss some findings to design persuasive applications using smart objects. We also discuss future directions of the study.
|ジャーナル||International Journal of Multimedia and Ubiquitous Engineering|
|出版ステータス||Published - 2009|
ASJC Scopus subject areas
- コンピュータ サイエンス（全般）